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Yngvi Björnsson
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- affiliation: Reykjavík University, Iceland
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2020 – today
- 2023
- [c32]Yngvi Björnsson, Róbert Leó Þormar Jónsson, Sigurjón Ingi Jónsson:
Expediting Self-Play Learning in AlphaZero-Style Game-Playing Agents. ECAI 2023: 263-270 - [c31]Aðalsteinn Pálsson, Yngvi Björnsson:
Unveiling Concepts Learned by a World-Class Chess-Playing Agent. IJCAI 2023: 4864-4872 - 2021
- [c30]Aðalsteinn Pálsson, Yngvi Björnsson:
Evaluating Interpretability Methods for DNNs in Game-Playing Agents. ACG 2021: 71-81 - [c29]Yngvi Björnsson, Sigurður Helgason, Aðalsteinn Pálsson:
Searching for Explainable Solutions in Sudoku. CoG 2021: 1-8
2010 – 2019
- 2015
- [c28]Kári Halldórsson, Yngvi Björnsson:
Automated Decomposition of Game Maps. AIIDE 2015: 122-127 - [c27]Peter Gregory, Henrique Coli Schumann, Yngvi Björnsson, Stephan Schiffel:
The GRL System: Learning Board Game Rules with Piece-Move Interactions. CGW/GIGA@IJCAI 2015: 130-148 - 2014
- [j21]Stephan Schiffel, Yngvi Björnsson:
Efficiency of GDL Reasoners. IEEE Trans. Comput. Intell. AI Games 6(4): 343-354 (2014) - [j20]Mandy J. W. Tak, Mark H. M. Winands, Yngvi Björnsson:
Decaying Simulation Strategies. IEEE Trans. Comput. Intell. AI Games 6(4): 395-406 (2014) - [e3]Tristan Cazenave, Mark H. M. Winands, Yngvi Björnsson:
Computer Games - Third Workshop on Computer Games, CGW 2014, Held in Conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, August 18, 2014, Revised Selected Papers. Communications in Computer and Information Science 504, Springer 2014, ISBN 978-3-319-14922-6 [contents] - [i1]Vadim Bulitko, Yngvi Björnsson, Ramon Lawrence:
Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding. CoRR abs/1401.3857 (2014) - 2013
- [j19]Michael R. Genesereth, Yngvi Björnsson:
The International General Game Playing Competition. AI Mag. 34(2): 107-111 (2013) - [c26]Stefan Freyr Gudmundsson, Yngvi Björnsson:
Sufficiency-Based Selection Strategy for MCTS. IJCAI 2013: 559-565 - 2012
- [j18]Mark H. M. Winands, Yngvi Björnsson, Karl Tuyls:
Preface for the special issue on Games and AI. Entertain. Comput. 3(3): 49-50 (2012) - [j17]Mandy J. W. Tak, Mark H. M. Winands, Yngvi Björnsson:
N-Grams and the Last-Good-Reply Policy Applied in General Game Playing. IEEE Trans. Comput. Intell. AI Games 4(2): 73-83 (2012) - [c25]Yngvi Björnsson:
Learning Rules of Simplified Boardgames by Observing. ECAI 2012: 175-180 - [c24]Steinar Hugi Sigurdarson, Marjan Sirjani, Yngvi Björnsson, Arni Hermann Reynisson:
Guided Search for Deadlocks in Actor-Based Models. FACS 2012: 242-259 - 2011
- [j16]Hilmar Finnsson, Yngvi Björnsson:
CadiaPlayer: Search-Control Techniques. Künstliche Intell. 25(1): 9-16 (2011) - [c23]Mark H. M. Winands, Yngvi Björnsson:
αβ-based play-outs in Monte-Carlo Tree Search. CIG 2011: 110-117 - 2010
- [j15]Vadim Bulitko, Yngvi Björnsson, Ramon Lawrence:
Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding. J. Artif. Intell. Res. 39: 269-300 (2010) - [j14]Mark H. M. Winands, Yngvi Björnsson, Jahn-Takeshi Saito:
Monte Carlo Tree Search in Lines of Action. IEEE Trans. Comput. Intell. AI Games 2(4): 239-250 (2010) - [c22]Hilmar Finnsson, Yngvi Björnsson:
Learning Simulation Control in General Game-Playing Agents. AAAI 2010: 954-959 - [c21]Nathan R. Sturtevant, Vadim Bulitko, Yngvi Björnsson:
On learning in agent-centered search. AAMAS 2010: 333-340
2000 – 2009
- 2009
- [j13]Yngvi Björnsson, Hilmar Finnsson:
CadiaPlayer: A Simulation-Based General Game Player. IEEE Trans. Comput. Intell. AI Games 1(1): 4-15 (2009) - [c20]Mark H. M. Winands, Yngvi Björnsson:
Evaluation Function Based Monte-Carlo LOA. ACG 2009: 33-44 - [c19]Pálmi Skowronski, Yngvi Björnsson, Mark H. M. Winands:
Automated Discovery of Search-Extension Features. ACG 2009: 182-194 - [c18]Vadim Bulitko, Yngvi Björnsson:
kNN LRTA*: Simple Subgoaling for Real-Time Search. AIIDE 2009 - [c17]Yngvi Björnsson:
General game-playing systems. CIG 2009 - [c16]Yngvi Björnsson, Vadim Bulitko, Nathan R. Sturtevant:
TBA*: Time-Bounded A*. IJCAI 2009: 431-436 - 2008
- [j12]Vadim Bulitko, Mitja Lustrek, Jonathan Schaeffer, Yngvi Björnsson, Sverrir Sigmundarson:
Dynamic Control in Real-Time Heuristic Search. J. Artif. Intell. Res. 32: 419-452 (2008) - [c15]Hilmar Finnsson, Yngvi Björnsson:
Simulation-Based Approach to General Game Playing. AAAI 2008: 259-264 - [c14]Mark H. M. Winands, Yngvi Björnsson, Jahn-Takeshi Saito:
Monte-Carlo Tree Search Solver. Computers and Games 2008: 25-36 - [c13]Jónheiður Ísleifsdóttir, Yngvi Björnsson:
GTQ: A Language and Tool for Game-Tree Analysis. Computers and Games 2008: 217-228 - 2007
- [c12]Vadim Bulitko, Yngvi Björnsson, Mitja Lustrek, Jonathan Schaeffer, Sverrir Sigmundarson:
Dynamic Control in Path-Planning with Real-Time Heuristic Search. ICAPS 2007: 49-56 - 2006
- [c11]Yngvi Björnsson, Jonathan Schaeffer, Nathan R. Sturtevant:
Partial Information Endgame Databases. ACG 2006: 11-22 - [c10]Yngvi Björnsson, Kári Halldórsson:
Improved Heuristics for Optimal Path-finding on Game Maps. AIIDE 2006: 9-14 - [e2]H. Jaap van den Herik, Yngvi Björnsson, Nathan S. Netanyahu:
Computers and Games, 4th International Conference, CG 2004, Ramat-Gan, Israel, July 5-7, 2004, Revised Papers. Lecture Notes in Computer Science 3846, Springer 2006, ISBN 3-540-32488-7 [contents] - 2005
- [j11]Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck:
Solving 7x7 Hex with domination, fill-in, and virtual connections. Theor. Comput. Sci. 349(2): 123-139 (2005) - [c9]Yngvi Björnsson, Markus Enzenberger, Robert C. Holte, Jonathan Schaeffer:
Fringe Search: Beating A* at Pathfinding on Game Maps. CIG 2005 - [c8]Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Akihiro Kishimoto, Martin Müller, Robert Lake, Paul Lu, Steve Sutphen:
Solving Checkers. IJCAI 2005: 292-297 - 2003
- [j10]Yngvi Björnsson, T. Anthony Marsland:
Learning extension parameters in game-tree search. Inf. Sci. 154(3-4): 95-118 (2003) - [c7]Jonathan Schaeffer, Yngvi Björnsson, Neil Burch, Robert Lake, Paul Lu, Steve Sutphen:
Building the Checkers 10-piece Endgame Databases. ACG 2003: 193-210 - [c6]Darse Billings, Yngvi Björnsson:
Search and Knowledge in Lines of Action. ACG 2003: 231-248 - [c5]Ryan Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck:
Solving 7x7 Hex: Virtual Connections and Game-State Reduction. ACG 2003: 261-278 - [c4]Yngvi Björnsson, Markus Enzenberger, Robert Holte, Jonathan Schaeffer, Peter Yap:
Comparison of Different Grid Abstractions for Pathfinding on Maps. IJCAI 2003: 1511-1512 - [e1]Jonathan Schaeffer, Martin Müller, Yngvi Björnsson:
Computers and Games, Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers. Lecture Notes in Computer Science 2883, Springer 2003, ISBN 3-540-20545-4 [contents] - 2002
- [c3]Yngvi Björnsson, T. Anthony Marsland:
Learning Control of Search Extensions. JCIS 2002: 446-449 - 2001
- [j9]Yngvi Björnsson, T. Anthony Marsland:
Multi-cut alpha-beta-pruning in game-tree search. Theor. Comput. Sci. 252(1-2): 177-196 (2001) - 2000
- [j8]Yngvi Björnsson:
Yl Wins Lines of Action Tournament. J. Int. Comput. Games Assoc. 23(3): 178-179 (2000) - [j7]Yngvi Björnsson, T. Anthony Marsland:
Risk Management in Game-Tree Pruning. Inf. Sci. 122(1): 23-41 (2000)
1990 – 1999
- 1999
- [j6]T. Anthony Marsland, Yngvi Björnsson:
FRITZ 5.32 Wins the 1998 Herschberg Best-Annotation Award. J. Int. Comput. Games Assoc. 22(2): 116-118 (1999) - [j5]Yngvi Björnsson:
Report on the Advances in Computer Chess 9 Conference. J. Int. Comput. Games Assoc. 22(3): 167-170 (1999) - 1998
- [j4]Yngvi Björnsson, Tony Marsland:
FRITZ 5.0 Wins the 1997 Herschberg Best-Annotation Award. J. Int. Comput. Games Assoc. 21(1): 65-66 (1998) - [c2]Yngvi Björnsson, T. Anthony Marsland:
Multi-cut Pruning in Alpha-Beta Search. Computers and Games 1998: 15-24 - 1997
- [j3]Yngvi Björnsson, T. Anthony Marsland, Jonathan Schaeffer, Andreas Junghanns:
Searching with Uncertainty Cut-Offs. J. Int. Comput. Games Assoc. 20(1): 29-37 (1997) - [j2]Yngvi Björnsson:
M. Newborn: Kasparov versus Deep Blue. J. Int. Comput. Games Assoc. 20(2): 92 (1997) - [c1]T. Anthony Marsland, Yngvi Björnsson:
From MiniMax to Manhattan. Deep Blue Versus Kasparov: The Significance for Artificial Intelligence 1997: 31-36 - 1996
- [j1]Yngvi Björnsson, Mark G. Brockington, Andreas Junghanns, Aske Plaat:
Report on the Advances in Computer Chess 8 Conference. J. Int. Comput. Games Assoc. 19(3): 189-192 (1996)
Coauthor Index
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